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Balance Thread


Arklytte

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First off, credit where it's due. This form is copied, mostly verbatim, from something that @CactuarJedi put together for a game that I was a player in. I loved the idea and plan to use it pretty much every game I run from now on. I figure, if you're going to steal, steal from the best. orcdeb.gif

Until six of you have2 posted your initial post, I would ask that everyone refrain from making any additional posts in this thread. I plan to use this as a reference document going forward with the game. Once everyone has posted their initial post, feel free to post any questions/comments/concerns at that time. In the meantime, please copy/paste this into a post as soon as you're able, then you can edit it as time permits.
 

THANKS! orc2.gif

Magical Statistics

All Day Stats: What your character is going to be walking around with, without needing to take special preparation before or during a combat. So this includes any buff with a duration of 2 hours or more (which, even if you're only half CL, anything 10min/CL, plus an Implement, should be pushing 2 hours), but not anything shorter.

  • All Day AC:
  • All Day Fort, Ref, and Will saves:
  • All Day Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks)
  • All Day Save DC/Damage for Special Abilities:
  • Hit Points:


Nova Stats: What your character can achieve with optimal preparation. Assume the best possible scenario for boosting yourself—every buff you can cast has already been cast and you're in the perfect position to unload on your target. Also, consider these situations separately; your nova AC may require the same resources as your nova attack, but I want you to give me these as if they're not related. Additionally, please calculate the average amount of damage your attacks will generate and include it in parenthesis with the damage dice.

  • Nova AC:
  • Nova Fort, Ref, and Will saves:
  • Nova Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks)
  • Nova Save DC/Damage for Special Abilities:
  • Significant Temporary/Long Term HP Boosts:


Group Contributions: What boosts can your character can give to the rest of the team? Include effect that are dependent on position (auras, Totems, etc); Always On boosts (permanent auras, etc); or boosts that you can give, but that costs resources. Also, please indicate how long temporary/positional boosts last.

  • Position-Dependent Effects:
  • Optional Boosts:
  • Constant or Daily Boosts:


Resistances and Immunities: What defenses does your character have? Do they have any Resistance/Immunities, or other special defenses (Evasion, Uncanny Dodge, etc)? This section is especially important as sometimes, during the course of character creation, people sometimes inadvertently end up with 'Puzzle Defenses' that are nearly impossible to get through without ridiculous and nigh impossible combinations of attacks/talents/powers.

  • Condition Immunities:
  • Energy Resistance/Immunity:
  • Damage Reduction:
  • Special Defenses:


Senses and Stealth: Tell me what sense your character always has (or has most of the day; 1hr/CL type things); what temporary senses then can call up (anything with a duration of only a couple hours or minutes), and what (if any) stealth effects you have like Lurker or Hide in Plain Sight or anything that will foil special senses.

  • Constant Senses:
  • Temporary Senses:
  • Stealth Effects:

Non-Magical Statistics

All Day Stats: What your character is going to be walking around with, without needing to take special preparation before or during a combat. So this includes any buff with a duration of 2 hours or more (which, even if you're only half CL, anything 10min/CL, plus an Implement, should be pushing 2 hours), but not anything shorter.

  • All Day AC:
  • All Day Fort, Ref, and Will saves:
  • All Day Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks)
  • All Day Save DC/Damage for Special Abilities:
  • Hit Points:


Nova Stats: What your character can achieve with optimal preparation. Assume the best possible scenario for boosting yourself—every buff you can cast has already been cast and you're in the perfect position to unload on your target. Also, consider these situations separately; your nova AC may require the same resources as your nova attack, but I want you to give me these as if they're not related. Additionally, please calculate the average amount of damage your attacks will generate and include it in parenthesis with the damage dice.

  • Nova AC:
  • Nova Fort, Ref, and Will saves:
  • Nova Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks)
  • Nova Save DC/Damage for Special Abilities:
  • Significant Temporary/Long Term HP Boosts:


Group Contributions: What boosts can your character can give to the rest of the team? Include effect that are dependent on position (auras, Totems, etc); Always On boosts (permanent auras, etc); or boosts that you can give, but that costs resources. Also, please indicate how long temporary/positional boosts last.

  • Position-Dependent Effects:
  • Optional Boosts:
  • Constant or Daily Boosts:


Resistances and Immunities: What defenses does your character have? Do they have any Resistance/Immunities, or other special defenses (Evasion, Uncanny Dodge, etc)? This section is especially important as sometimes, during the course of character creation, people sometimes inadvertently end up with 'Puzzle Defenses' that are nearly impossible to get through without ridiculous and nigh impossible combinations of attacks/talents/powers.

  • Condition Immunities:
  • Energy Resistance/Immunity:
  • Damage Reduction:
  • Special Defenses:


Senses and Stealth: Tell me what sense your character always has (or has most of the day; 1hr/CL type things); what temporary senses then can call up (anything with a duration of only a couple hours or minutes), and what (if any) stealth effects you have like Lurker or Hide in Plain Sight or anything that will foil special senses.

  • Constant Senses:
  • Temporary Senses:
  • Stealth Effects:


That should be a good starting place. I may ask for more information as we go.

Edited by Arklytte (see edit history)
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Cal

 

Guild Weapon: Quarterstaff

 

Magical Statistics

All Day Stats: What your character is going to be walking around with, without needing to take special preparation before or during a combat. So this includes any buff with a duration of 2 hours or more (which, even if you're only half CL, anything 10min/CL, plus an Implement, should be pushing 2 hours), but not anything shorter.

  • All Day AC: 57, TAC 43, FFAC 47; Special+2 AC/FFAC vs aberrations
    +2 AC/TAC vs ranged attacks
  • All Day Fort, Ref, and Will saves: Fort +30, Ref +24, Will +24; Special+1 to saves vs mind-affecting
    +2 to saves vs transmutation effects used by aberrations
    +2 to saves vs any effect used by aberrations
    +2 to saves vs illusions, enchantments and Mind effects except for fear, which are at -1 instead
    +2 vs [earth]
    -2 to saves vs [evil]
  • All Day Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks)
    • Quarterstaff Attack Action +21 (1d6+22 [25.5]); Special+2 to attack & damage vs aberrations
    • Blasting Eye Ray +21 touch (8d8 [36]); Special+2 to attack & damage vs aberrations
  • All Day Save DC/Damage for Special Abilities: 33 (Most), 34 (Nature/Time), 38 (Alchemy); Special+2 vs aberrations
  • Hit Points: 379


Nova Stats: What your character can achieve with optimal preparation. Assume the best possible scenario for boosting yourself—every buff you can cast has already been cast and you're in the perfect position to unload on your target. Also, consider these situations separately; your nova AC may require the same resources as your nova attack, but I want you to give me these as if they're not related. Additionally, please calculate the average amount of damage your attacks will generate and include it in parenthesis with the damage dice.

  • Nova AC: 66, TAC 52, FFAC 48; Special+2 AC/FFAC vs aberrations
    +2 AC/TAC vs ranged attacks
    (Haste, Orb Transformation, Flowing Power [Dex/Con]) plus 20% miss chance against non-incorporeal attacks (Dance of the Blades)
  • Nova Fort, Ref, and Will saves: Fort +35, Ref +31, Will +29; Special +1 to saves vs mind-affecting
    +2 to saves vs transmutation effects used by aberrations
    +2 to saves vs any effect used by aberrations
    +2 to saves vs illusions, enchantments and Mind effects except for fear, which are at -1 instead
    +2 vs [earth]
    -2 to saves vs [evil]
    (Powerful Courage, Haste, Flowing Power [Con/Dex/Wis])
  • Nova Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks)
    • Quarterstaff Brutal Strike +31 (1d6+49 [52.5]); Special+2 to attack & damage vs aberrations (Powerful Courage, Haste, Dance of the Blades, Flowing Power [Dex and Str])
    • Triple-Power Blasting Eye Ray +28 touch (8d10+15d8+33 [143.5], 250ft range increment); Special+2 to attack & damage vs aberrations (Powerful Courage, Haste, Flowing Power [Dex and Con])
  • Nova Save DC/Damage for Special Abilities: 34 (Most), 35 (Nature/Time), 39 (Alchemy); Special+2 vs aberrations
  • Significant Temporary/Long Term HP Boosts: Berserking +14 refreshed each round, Powerful Courage +15, Flowing Power [Con] +15hp


Group Contributions: What boosts can your character can give to the rest of the team? Include effect that are dependent on position (auras, Totems, etc); Always On boosts (permanent auras, etc); or boosts that you can give, but that costs resources. Also, please indicate how long temporary/positional boosts last.

  • Position-Dependent Effects:
  • Optional Boosts:
    • Aid Another boosted by Guild teamwork (+4, lasts until the beginning of his next turn)
    • Double-Power Healing Eye Ray (8d8+50 [86], 250ft range increment)
    • Purifying Eye Ray (7d8+50 [81.5] plus cures one of thesedazzled, shaken, battered, fatigued, sickened.

      Can potentially add others to the list, but that ability is limited.
      conditions, 250ft range increment)
  • Constant or Daily Boosts: Guild Teamwork: Bonded Mind


Resistances and Immunities: What defenses does your character have? Do they have any Resistance/Immunities, or other special defenses (Evasion, Uncanny Dodge, etc)? This section is especially important as sometimes, during the course of character creation, people sometimes inadvertently end up with 'Puzzle Defenses' that are nearly impossible to get through without ridiculous and nigh impossible combinations of attacks/talents/powers.

  • Condition Immunities: Hypervitalise Immunities, Pain effects
  • Energy Resistance/Immunity:
  • Damage Reduction: DR15/B or P
  • Special Defenses: 75% fortification, Delayed Damage 44 w/ Endure Pain, Quick Recovery 15/31, Regeneration 4 (max 600/day), 35% Ray Deflection, Deflect Arrows via Compact Frame


Senses and Stealth: Tell me what sense your character always has (or has most of the day; 1hr/CL type things); what temporary senses then can call up (anything with a duration of only a couple hours or minutes), and what (if any) stealth effects you have like Lurker or Hide in Plain Sight or anything that will foil special senses.

  • Constant Senses: Darkvision 60ft, Perception +28; Special+7 to Perception vs traps
  • Temporary Senses:
  • Stealth Effects: Stealth +25, Quasi-Disable Device +38 at 60ft range, or +28 at normal range to disable magic traps.

Non-Magical Statistics

All Day Stats: What your character is going to be walking around with, without needing to take special preparation before or during a combat. So this includes any buff with a duration of 2 hours or more (which, even if you're only half CL, anything 10min/CL, plus an Implement, should be pushing 2 hours), but not anything shorter.

  • All Day AC: 42, TAC 38, FFAC 32 Special+2 AC/TAC vs ranged attacks
  • All Day Fort, Ref, and Will saves: Fort +30, Ref +24, Will +24; Special +1 to saves vs mind-affecting
    +2 to saves vs transmutation effects used by aberrations
    +2 to saves vs any effect used by aberrations
    +2 to saves vs illusions, enchantments and Mind effects except for fear, which are at -1 instead
    -2 to saves vs [evil]
  • All Day Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks) Quarterstaff Attack Action +21 (1d6+10 [13.5])
  • All Day Save DC/Damage for Special Abilities: N/A, he doesn't have any nonmagical ones.
  • Hit Points: 379


Nova Stats: What your character can achieve with optimal preparation. Assume the best possible scenario for boosting yourself—every buff you can cast has already been cast and you're in the perfect position to unload on your target. Also, consider these situations separately; your nova AC may require the same resources as your nova attack, but I want you to give me these as if they're not related. Additionally, please calculate the average amount of damage your attacks will generate and include it in parenthesis with the damage dice.

  • Nova AC: Same as above, but 20% miss chance vs ranged or melee incorporeal attacks.
  • Nova Fort, Ref, and Will saves: Same as above
  • Nova Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks) Quarterstaff Brutal Strike +25 (1d6+32 [35.5]) (Dance of the Blades)
  • Nova Save DC/Damage for Special Abilities: N/A
  • Significant Temporary/Long Term HP Boosts: Berserking +14 (refreshed each round)


Group Contributions: What boosts can your character can give to the rest of the team? Include effect that are dependent on position (auras, Totems, etc); Always On boosts (permanent auras, etc); or boosts that you can give, but that costs resources. Also, please indicate how long temporary/positional boosts last.

  • Position-Dependent Effects:
  • Optional Boosts:
  • Constant or Daily Boosts:


Resistances and Immunities: What defenses does your character have? Do they have any Resistance/Immunities, or other special defenses (Evasion, Uncanny Dodge, etc)? This section is especially important as sometimes, during the course of character creation, people sometimes inadvertently end up with 'Puzzle Defenses' that are nearly impossible to get through without ridiculous and nigh impossible combinations of attacks/talents/powers.

  • Condition Immunities: Bleed, Pain
  • Energy Resistance/Immunity:
  • Damage Reduction:
  • Special Defenses: 75% fortification, Delayed Damage 44 w/ Endure Pain, Quick Recovery 15/31


Senses and Stealth: Tell me what sense your character always has (or has most of the day; 1hr/CL type things); what temporary senses then can call up (anything with a duration of only a couple hours or minutes), and what (if any) stealth effects you have like Lurker or Hide in Plain Sight or anything that will foil special senses.

  • Constant Senses: Darkvision 60ft, Perception +28; Special+7 to Perception vs traps
  • Temporary Senses:
  • Stealth Effects: Stealth +25, Disable Device +22 (can disarm magic traps)

New Mythic Powers

 

  • Sphere Mastery: Destruction - Can spend a Mythic power to gain an entire blast type group as a free action. Gains two blast shape talents (explosive orb and calamity) and can use them 3/day without paying SP.
  • Sphere Mastery: Athletics - Gains a new Athletics talent (Compact Frame). +1 to Fly checks and doesn't need to make Fly checks to stay flying when moving small distances or hovering. Multiplies carrying capacity by 4 when flying, but can't carry any one thing heavier than his normal carrying capacity. +1 to checks to jump, and can spend 1MP to take no damage from a fall, treating it as though he had taken the full damage for any of his own powers. Can spend 1MP to move twice as fast for one minute when running.
  • Champion's Strike: Fleet Charge - Swift, spend 1MP to move up to his speed and make a melee attack with a +1 bonus at any point during the movement, ignoring all DR and hardness.
  • Limitless Range - Thrown weapons have x5 range increment and no max range, and he can throw any melee weapon as though it had 20ft range increment (but it gets none of the other benefits.)
  • Mythic Class Ability: Mythic Spiritualism - +1 to all Knowledge checks. Whenever he uses Spirit Allies to gain a talent, he gets an extra one for free, and he can spend 1MP to add 1 minute to the duration he knows them for.

 

Edited by Llyarden (see edit history)
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Monique Rousseau


mCZnMgf.jpg

ClassesScholar (Doctor) // Hedgewitch (Triple GoddessSpiritualism)

Primary Role: Support (healing, scouting, face, skills)

Secondary role: Ranged Attack, cook, singer

Special Weapon: Material impositions for Flashbangs

Current Status of Statistics: magical stats done

Sources: Character thread, mundane sheet (incomplete), magical sheet

   

 

Magical Statistics

All Day Stats: What your character is going to be walking around with, without needing to take special preparation before or during a combat. So this includes any buff with a duration of 2 hours or more (which, even if you're only half CL, anything 10min/CL, plus an Implement, should be pushing 2 hours), but not anything shorter.

  • All Day AC: 51
  • All Day Fort, Ref, and Will saves: 
    • F +27 / R +32 / W +24
    • +3 to 2 saves, -2 to the other from The Hanged Man, changeable as a free action each round
  • All Day Attack Bonus and Damage Dice, both melee and ranged:
    • Does not use melee
    • Ranged Light Crossbow +21 / +16 / +11 (1d8+2, avg 6.5)
    • Crossbow-launched flashbangs: +19 (2d8), with possible material impositions
      • Aspect Infusion: 15d6 (unchosen type, best if neither electricity nor fire for group balance of types, halved on Reflex)
      • Brimstone: 7d6 fire, plus Sickened on failed Fort
      • Magnesium: blind 30 rd on failed Fort
      • Neon: -20 stealth 4 rd on failed Fort
  • All Day Save DC/Damage for Special Abilities:
    • Practitioner DC: 30
    • Material impositions: 32
    • Death, Fate, Life, Warp spheres: 32
    • Other spheres: 30
  • Hit Points: 225


Nova Stats: What your character can achieve with optimal preparation. Assume the best possible scenario for boosting yourself—every buff you can cast has already been cast and you're in the perfect position to unload on your target. Also, consider these situations separately; your nova AC may require the same resources as your nova attack, but I want you to give me these as if they're not related. Additionally, please calculate the average amount of damage your attacks will generate and include it in parenthesis with the damage dice.

  • Nova AC:  55 (scouted opponent)
  • Nova Fort, Ref, and Will saves:  
    • F +27 / R +32 / W +24
    • +3 to 2 saves, -2 to the other from The Hanged Man, changeable as a free action each round
  • Nova Attack Bonus and Damage Dice, both melee and ranged:
    • Does not use melee
    • Ranged Light Crossbow +22 / +18 / +13 (1d8+2, avg 6.5)
    • Crossbow-launched flashbangs: +19 (2d8), with possible material impositions
      • Aspect Infusion: 15d6 (unchosen type, best if neither electricity nor fire for group balance of types, halved on Reflex)
      • Brimstone: 7d6 fire, plus Sickened on failed Fort
      • Magnesium: blind 30 rd on failed Fort
      • Neon: -20 stealth 4 rd on failed Fort
  • Nova Save DC/Damage for Special Abilities: 
    • Practitioner DC: 30
    • Material impositions: 32
    • Death, Fate, Life, Warp spheres: 32
    • Other spheres: 30
  • Significant Temporary/Long Term HP Boosts: none


Group Contributions: What boosts can your character can give to the rest of the team? Include effect that are dependent on position (auras, Totems, etc); Always On boosts (permanent auras, etc); or boosts that you can give, but that costs resources. Also, please indicate how long temporary/positional boosts last.

  • Position-Dependent Effects:
    • allies within 30' of Monique: +3 to 2 stats, -2 to the other from The Hanged Man, changeable as a free action each round, lasts 150 minutes.
    • allies within 30' of Regenerative Mists flashbang target: Fast Healing 7 when start and end turn within the mists.
  • Optional Boosts:
    • Temporal Haste
    • Invigorate 15 temp HP to injured target
  • Constant or Daily Boosts: 


Resistances and Immunities: What defenses does your character have? Do they have any Resistance/Immunities, or other special defenses (Evasion, Uncanny Dodge, etc)? This section is especially important as sometimes, during the course of character creation, people sometimes inadvertently end up with 'Puzzle Defenses' that are nearly impossible to get through without ridiculous and nigh impossible combinations of attacks/talents/powers.

  • Condition Immunities:
  • Energy Resistance/Immunity: Energy Resistance 20 (acid, cold, electricity, fire, sonic, negative energy)
  • Damage Reduction: N/A
  • Special Defenses:
    • immune to nonlethal damage
    • Scout: Lurker - special senses need Perception roll.


Senses and Stealth: Tell me what sense your character always has (or has most of the day; 1hr/CL type things); what temporary senses then can call up (anything with a duration of only a couple hours or minutes), and what (if any) stealth effects you have like Lurker or Hide in Plain Sight or anything that will foil special senses.

  • Constant Senses: Scout: True Sight
  • Temporary Senses:
  • Stealth Effects: Walk Unseen

  

Non-Magical Statistics

All Day Stats: What your character is going to be walking around with, without needing to take special preparation before or during a combat. So this includes any buff with a duration of 2 hours or more (which, even if you're only half CL, anything 10min/CL, plus an Implement, should be pushing 2 hours), but not anything shorter.

  • All Day AC: 44
  • All Day Fort, Ref, and Will saves: F +22 / R +27 / W +19
  • All Day Attack Bonus and Damage Dice, both melee and ranged:
    • No Melee
    • Ranged Light Crossbow +19 / +14 / +9 (1d8, avg 4.5)
    • Crossbow-launched flashbangs: +19 (2d8), with possible material impositions
      • Aspect Infusion: 15d6 (unchosen type, best if neither electricity nor fire for group balance of types, halved on Reflex)
      • Brimstone: 7d6 fire, plus Sickened on failed Fort
      • Magnesium: blind 30 rd on failed Fort
      • Neon: -20 stealth 4 rd on failed Fort
  • All Day Save DC/Damage for Special Abilities: 
    • Practitioner DC: 30
    • Material impositions: 32
    • Death, Fate, Life, Warp spheres: 32
    • Other spheres: 30
  • Hit Points: 225


Nova Stats: What your character can achieve with optimal preparation. Assume the best possible scenario for boosting yourself—every buff you can cast has already been cast and you're in the perfect position to unload on your target. Also, consider these situations separately; your nova AC may require the same resources as your nova attack, but I want you to give me these as if they're not related. Additionally, please calculate the average amount of damage your attacks will generate and include it in parenthesis with the damage dice.

  • Nova AC: 48 (scouted opponent)
  • Nova Fort, Ref, and Will saves: F +22 / R +27 / W +19
  • Nova Attack Bonus and Damage Dice, both melee and ranged: 
    • No Melee
    • Ranged Light Crossbow +19 / +14 / +9 (1d8, avg 4.5)
    • Crossbow-launched flashbangs: +19 (2d8), with possible material impositions
      • Aspect Infusion: 15d6 (unchosen type, best if neither electricity nor fire for group balance of types, halved on Reflex)
      • Brimstone: 7d6 fire, plus Sickened on failed Fort
      • Magnesium: blind 30 rd on failed Fort
      • Neon: -20 stealth 4 rd on failed Fort
  • Nova Save DC/Damage for Special Abilities: 
    • Practitioner DC: 30
    • Material impositions: 32
    • Death, Fate, Life, Warp spheres: 32
    • Other spheres: 30
  • Significant Temporary/Long Term HP Boosts: none


Group Contributions: What boosts can your character can give to the rest of the team? Include effect that are dependent on position (auras, Totems, etc); Always On boosts (permanent auras, etc); or boosts that you can give, but that costs resources. Also, please indicate how long temporary/positional boosts last.

  • Position-Dependent Effects: 
    • allies within 30' of Regenerative Mists flashbang target: Fast Healing 7 when start and end turn within the mists.
  • Optional Boosts: none
  • Constant or Daily Boosts: none


Resistances and Immunities: What defenses does your character have? Do they have any Resistance/Immunities, or other special defenses (Evasion, Uncanny Dodge, etc)? This section is especially important as sometimes, during the course of character creation, people sometimes inadvertently end up with 'Puzzle Defenses' that are nearly impossible to get through without ridiculous and nigh impossible combinations of attacks/talents/powers.

  • Condition Immunities: none
  • Energy Resistance/Immunity: none
  • Damage Reduction: none
  • Special Defenses: 
    • immune to nonlethal damage
    • Scout: Lurker - special senses need Perception roll.


Senses and Stealth: Tell me what sense your character always has (or has most of the day; 1hr/CL type things); what temporary senses then can call up (anything with a duration of only a couple hours or minutes), and what (if any) stealth effects you have like Lurker or Hide in Plain Sight or anything that will foil special senses.

  • Constant Senses: Scout: True Sight
  • Temporary Senses:
  • Stealth Effects: Scout: Walk Unseen

 

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Nivel Syrris

 

Special Weapon: Acupuncture Needles (250)

 

Magical Statistics

All Day Stats: What your character is going to be walking around with, without needing to take special preparation before or during a combat. So this includes any buff with a duration of 2 hours or more (which, even if you're only half CL, anything 10min/CL, plus an Implement, should be pushing 2 hours), but not anything shorter.

  • All Day AC: 56 (Touch AC: 44) (+2 vs. Ranged Attacks)
  • All Day Fort, Ref, and Will saves: F +25 | R +23 | W +27 (Re-roll saves once on a natural 1)
  • All Day Attack Bonus and Damage Dice, both melee and ranged: 
    • +6 Acupuncture Needles - Melee/Thrown (10 ft.): +26 (no damage)
    • +6 Needle Launcher - Ranged (100 ft.): +27 (no damage)
    • +6 Inspired Hand Crossbow: +27 (1d4+11 damage)
  • All Day Save DC/Damage for Special Abilities:
    • Base Combat Sphere DC: 30
    • Stunning Fist DC: Fort 32
    • Alchemy (Poison) DC: Fort or Will DC 32
    • Magic Sphere DC: 35 (Illusion) | 33 (Enhancement) | 30 (All Others)
  • Hit Points: 255


Nova Stats: What your character can achieve with optimal preparation. Assume the best possible scenario for boosting yourself—every buff you can cast has already been cast and you're in the perfect position to unload on your target. Also, consider these situations separately; your nova AC may require the same resources as your nova attack, but I want you to give me these as if they're not related. Additionally, please calculate the average amount of damage your attacks will generate and include it in parenthesis with the damage dice.

  • Nova AC: vs. Melee 62 (Touch AC: 48) | vs. Ranged 64 (Touch AC: 50)
  • Nova Fort, Ref, and Will saves: F +28.5 | R +35.5 | W +30.5 (Combat Inspiration spent; Re-roll saves once on a natural 1)
  • Nova Attack Bonus and Damage Dice, both melee and ranged: 
    • +6 Needle Launcher: +42.5 (110.5 nonlethal damage + 67 energy damage [2-4 types]) - Single Attack Action (Pressure Points, Deadly Shot, Fatal Thrust, Sneak Attack, Studied Combat, Studied Strike, dual energy enhancements vs. scouted/studied enemy)
    • +6 Inspired Hand Crossbow: +42.5 (82.5 piercing and precision damage, +67 energy damage [2-4 types]) - Single Attack Action (Deadly Shot, Fatal Thrust, Sneak Attack, Studied Combat, Studied Strike, dual energy enhancements vs. scouted/studied enemy) 
  • Nova Save DC/Damage for Special Abilities:
    • Alchemy (Poison): 34
    • Magic Sphere: 39 (Illusion) | 37 (Enhancement) | 34 (All Others)
  • Significant Temporary/Long Term HP Boosts: None


Group Contributions: What boosts can your character can give to the rest of the team? Include effect that are dependent on position (auras, Totems, etc); Always On boosts (permanent auras, etc); or boosts that you can give, but that costs resources. Also, please indicate how long temporary/positional boosts last.

  • Position-Dependent Effects: N/A
  • Optional Boosts: 
    • Enhance Equipment: +6 enh. bonus to weapons/natural weapons/ammo/armor/natural armor/shields (Conc. +2 rounds or 16 hours, up to 32 hours)
    • Staunch Resistance: +5 untyped bonus to chosen saving throw (Conc. or 160 minutes, up to 320 minutes)
    • Energy Enhancement: Add corrosive, flaming, frost, or shock weapon special abilities to weapon, +8 respective damage; Alt.: +16 acid, cold, electricity, or fire damage to consumable item, a splash weapon, or a dose of poison (Conc. or 160 minutes, up to 320 minutes)
    • Suppression/Advanced Invisibility: True invisibility, Silence, Touchless, Odorless, Suppressed magical auras; Basically, bypass all mundane, complex, and exotic senses (Conc. +2 rounds, and/or up to 200/400 minutes)
    • Blur: 50% concealment miss chance (Conc. +2 rounds, and/or up to 200/400 minutes)
    • Decoy: Coaxing, single - Force enemy to make AoO vs. Decoy; Defensive, single - attacker makes will save or suffers 50% miss chance on their attack; Multiple - 8 decoys, attacks have 50% miss chance until all decoys vanish; one or more can also act as coaxing decoys each round before disappearing (Coaxing single: Instantaneous; Defensive single: 10 rounds; Defensive Multi: conc. +2 rounds, and/or up to 200/400 minutes)
  • Constant or Daily Boosts: Shared Teamwork Feats
    • Stealth Synergy: While you can see one or more allies who also have this feat, whenever you and your allies make a Stealth check, you all take the highest roll and add all your modifiers to Stealth.
    • Shielded Caster: Whenever you are adjacent to an ally who also has this feat, you receive a +4 competence bonus on concentration checks. If your ally is wielding a buckler or a light shield, this bonus increases by +1. If your ally is wielding a heavy shield or a tower shield, this bonus increases by +2. Finally, if an enemy threatening you and your ally has the Disruptive feat, or another ability that increases the DC of concentration checks, the amount of the increase is halved.
    • Feint Partner: Whenever an ally who also has this feat successfully feints an opponent, that opponent also loses his Dexterity bonus to AC against the next attack you make against him before the end of the feinting ally’s next turn.
    • Improved Feint Partner: Whenever an ally who also has this feat successfully feints against an opponent, that opponent provokes an attack of opportunity from you.


Resistances and Immunities: What defenses does your character have? Do they have any Resistance/Immunities, or other special defenses (Evasion, Uncanny Dodge, etc)? This section is especially important as sometimes, during the course of character creation, people sometimes inadvertently end up with 'Puzzle Defenses' that are nearly impossible to get through without ridiculous and nigh impossible combinations of attacks/talents/powers.


Senses and Stealth: Tell me what sense your character always has (or has most of the day; 1hr/CL type things); what temporary senses then can call up (anything with a duration of only a couple hours or minutes), and what (if any) stealth effects you have like Lurker or Hide in Plain Sight or anything that will foil special senses.

  • Constant Senses: Darkvision 60 ft., Low-Light Vision
  • Temporary Senses: N/A
  • Stealth Effects: Lurker, All sense talents for Suppression (illusion), Impawsible Perspective when under Suppression (illusion)

Non-Magical Statistics

All Day Stats: What your character is going to be walking around with, without needing to take special preparation before or during a combat. So this includes any buff with a duration of 2 hours or more (which, even if you're only half CL, anything 10min/CL, plus an Implement, should be pushing 2 hours), but not anything shorter.

  • All Day AC: 38 (Touch: 38)
  • All Day Fort, Ref, and Will saves: F +14 | R +18 | W +16
  • All Day Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks)
    • MW Acupuncture Needles - Melee/Thrown (10 ft.): +21 (no damage)
    • MW Needle Launcher - Ranged (100 ft.): +22 (no damage)
    • MW Hand Crossbow: +22 (1d4+5 damage)
  • All Day Save DC/Damage for Special Abilities:
    • Base Combat Sphere DC: 30
    • Stunning Fist DC: Fort 32
    • Alchemy (Poison) DC: Fort or Will DC 32
  • Hit Points: 255


Nova Stats: What your character can achieve with optimal preparation. Assume the best possible scenario for boosting yourself—every buff you can cast has already been cast and you're in the perfect position to unload on your target. Also, consider these situations separately; your nova AC may require the same resources as your nova attack, but I want you to give me these as if they're not related. Additionally, please calculate the average amount of damage your attacks will generate and include it in parenthesis with the damage dice.

  • Nova AC: 42 (Touch: 42)
  • Nova Fort, Ref, and Will saves: F +17.5 | R +21.5 | W +19.5
  • Nova Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks)
    • MW Needle Launcher: +32.5 (98 nonlethal damage) - Single Attack Action (Pressure Points, Deadly Shot, Fatal Thrust, Sneak Attack, Studied Combat, Studied Strike vs. scouted/studied enemy)
    • MW Hand Crossbow: +32.5 (76.5 piercing and precision damage) - Single Attack Action (Deadly Shot, Fatal Thrust, Sneak Attack, Studied Combat, Studied Strike vs. scouted/studied enemy)
  • Nova Save DC/Damage for Special Abilities:
    • Alchemy (Poison): 34
  • Significant Temporary/Long Term HP Boosts: None


Group Contributions: What boosts can your character can give to the rest of the team? Include effect that are dependent on position (auras, Totems, etc); Always On boosts (permanent auras, etc); or boosts that you can give, but that costs resources. Also, please indicate how long temporary/positional boosts last.

  • Position-Dependent Effects: N/A
  • Optional Boosts: N/A
  • Constant or Daily Boosts: Shared Teamwork Feats
    • Stealth Synergy: While you can see one or more allies who also have this feat, whenever you and your allies make a Stealth check, you all take the highest roll and add all your modifiers to Stealth.
    • Shielded Caster: Whenever you are adjacent to an ally who also has this feat, you receive a +4 competence bonus on concentration checks. If your ally is wielding a buckler or a light shield, this bonus increases by +1. If your ally is wielding a heavy shield or a tower shield, this bonus increases by +2. Finally, if an enemy threatening you and your ally has the Disruptive feat, or another ability that increases the DC of concentration checks, the amount of the increase is halved.
    • Feint Partner: Whenever an ally who also has this feat successfully feints an opponent, that opponent also loses his Dexterity bonus to AC against the next attack you make against him before the end of the feinting ally’s next turn.
    • Improved Feint Partner: Whenever an ally who also has this feat successfully feints against an opponent, that opponent provokes an attack of opportunity from you.


Resistances and Immunities: What defenses does your character have? Do they have any Resistance/Immunities, or other special defenses (Evasion, Uncanny Dodge, etc)? This section is especially important as sometimes, during the course of character creation, people sometimes inadvertently end up with 'Puzzle Defenses' that are nearly impossible to get through without ridiculous and nigh impossible combinations of attacks/talents/powers.


Senses and Stealth: Tell me what sense your character always has (or has most of the day; 1hr/CL type things); what temporary senses then can call up (anything with a duration of only a couple hours or minutes), and what (if any) stealth effects you have like Lurker or Hide in Plain Sight or anything that will foil special senses.

  • Constant Senses: Darkvision 60 ft., Low-light vision
  • Temporary Senses: None
  • Stealth Effects: Lurker
Edited by VennDygrem (see edit history)
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Overview

 

image.jpeg.88a641f3b4973e4fbf131273c667c89a.jpegYukito Nanaya

 

Primary Role: Melee skirmisher/striker, Single-target Crowd Control

Secondary Roles: General Crowd Control, back-up healer

 

 

Current State of Stats: incomplete

 

 

 

 

Weapon of Choice: Dueling Blade

Magical Statistics

All Day Stats: What your character is going to be walking around with, without needing to take special preparation before or during a combat.   Buffs include: Ablating, Armored Magic (armor + shield), Ray Deflection, Friendship, foresight, blindsense, sense presence, detect scrying

  • All Day AC: 69, 57 touch, 51 FF  (+4 active defense with AoO)
    • Miss Chance:  50% (ablating, -5% per use); 40% vs Rays (Ray Deflection, reflects)
  • All Day Fort, Ref, and Will saves: +20 / +33 / +29
  • All Day Attack Bonus and Damage Dice, both melee and ranged: 
    • Main Melee/Vacuum Cut  +35, 1d8+16 +3 bleed
      • +8d6 Chi Gong
      • +8d6 Destructive Blast
      • +8d6 sneak attack/fencing
  • All Day Save DC/Damage for Special Abilities:
    • Nature Sphere DC 35
    • Combat Talents DC 30
    • Magic Talents DC 32
  • Hit Points: 210
  • Spell Points: 90  (80 after daily buffs)


Nova Stats: What your character can achieve with optimal preparation.  Situational Buffs include: Sage Enhance (+10 DEX, +2 STR), Temporal/Improved Haste (+2 to AC/Attack, +3 to reflex), Bloodied Shark (+3 moral to attack/damage), Study Target (+4 to attack/damage/choice skills), Scout (target AC lowed by -4)

  • Nova AC: 77  (+5 Active Defense with AoO)
    • Miss Chance:  50% (ablating, -5% per use); 40% vs Rays (Ray Deflection, reflects)
  • Nova Fort, Ref, and Will saves: +20 / +41 / +29
  • Nova Attack Bonus and Damage Dice, both melee and ranged:
    • Main Melee/Vacuum Cut  +50, 1d8+26 +6 bleed
      • +84 damage average from Chi Gong, Destructive Blast, and Sneak Attack
  • Nova Save DC/Damage for Special Abilities:
    • Nature Sphere DC 35
    • Combat Talents DC 32
    • Magic Talents DC 32
  • Significant Temporary/Long Term HP Boosts: +18 temp HP/round (berserking)


Group Contributions: What boosts can your character can give to the rest of the team? Include effect that are dependent on position (auras, Totems, etc); Always On boosts (permanent auras, etc); or boosts that you can give, but that costs resources. Also, please indicate how long temporary/positional boosts last.

  • Position-Dependent Effects: TBD
  • Optional Boosts: 
  • Constant or Daily Boosts: Focusing Momentum


Resistances and Immunities: What defenses does your character have? Do they have any Resistance/Immunities, or other special defenses (Evasion, Uncanny Dodge, etc)? This section is especially important as sometimes, during the course of character creation, people sometimes inadvertently end up with 'Puzzle Defenses' that are nearly impossible to get through without ridiculous and nigh impossible combinations of attacks/talents/powers.

  • Condition Immunities:
    • petrification/polymorph
    • Death Effects
  • Energy Resistance/Immunity:
  • Damage Reduction: DR 7/- when Enhanced
  • Special Defenses:
    • +4 bonus vs magical effects
    • +4 bonus vs mind-effects
    • Stalwart


Senses and Stealth: Tell me what sense your character always has (or has most of the day; 1hr/CL type things); what temporary senses then can call up (anything with a duration of only a couple hours or minutes), and what (if any) stealth effects you have like Lurker or Hide in Plain Sight or anything that will foil special senses.

  • Constant Senses: Low-Light vision, Blindsense 60', Detect Hazard 60', Detect Presence (choice) 60', True Sight, Scent
  • Temporary Senses:
  • Stealth Effects:

Non-Magical Statistics

All Day Stats: What your character is going to be walking around with, without needing to take special preparation before or during a combat. So this includes any buff with a duration of 2 hours or more (which, even if you're only half CL, anything 10min/CL, plus an Implement, should be pushing 2 hours), but not anything shorter.

  • All Day AC: 47
  • All Day Fort, Ref, and Will saves: +20/+29/+29
  • All Day Attack Bonus and Damage Dice, both melee and ranged: 
    • +27 dueling blade 1d8+9 (melee or vacuum cut)
      • Sneak Attack & Deadly Strike: +8d6
  • All Day Save DC/Damage for Special Abilities: Combat spheres DC 30
  • Hit Points: 210


Nova Stats: What your character can achieve with optimal preparation. Assume the best possible scenario for boosting yourself—every buff you can cast has already been cast and you're in the perfect position to unload on your target. Also, consider these situations separately; your nova AC may require the same resources as your nova attack, but I want you to give me these as if they're not related. Additionally, please calculate the average amount of damage your attacks will generate and include it in parenthesis with the damage dice.

  • Nova AC: 47 (can spend AoOs to improve AC by +4)
  • Nova Fort, Ref, and Will saves: +20/+29/+29
  • Nova Attack Bonus and Damage Dice, both melee and ranged:
    • +34 dueling blade 1d8+16 (melee or vacuum cut)
      • Sneak Attack & Deadly Strike: +8d6
  • Nova Save DC/Damage for Special Abilities: no changes
  • Significant Temporary/Long Term HP Boosts: +22 temp HP (berserking)


Group Contributions: What boosts can your character can give to the rest of the team? Include effect that are dependent on position (auras, Totems, etc); Always On boosts (permanent auras, etc); or boosts that you can give, but that costs resources. Also, please indicate how long temporary/positional boosts last.

  • Position-Dependent Effects:
  • Optional Boosts:
  • Constant or Daily Boosts:


Resistances and Immunities: What defenses does your character have? Do they have any Resistance/Immunities, or other special defenses (Evasion, Uncanny Dodge, etc)? This section is especially important as sometimes, during the course of character creation, people sometimes inadvertently end up with 'Puzzle Defenses' that are nearly impossible to get through without ridiculous and nigh impossible combinations of attacks/talents/powers.

  • Condition Immunities: 
    • petrification/polymorph
    • Death Effects
  • Energy Resistance/Immunity:
  • Damage Reduction:
  • Special Defenses:


Senses and Stealth: Tell me what sense your character always has (or has most of the day; 1hr/CL type things); what temporary senses then can call up (anything with a duration of only a couple hours or minutes), and what (if any) stealth effects you have like Lurker or Hide in Plain Sight or anything that will foil special senses.

  • Constant Senses: Low-light vision, True Sight, Scent
  • Temporary Senses:
  • Stealth Effects:

Math to show my work

Standard AC:

69= 10 base + 7 armor +5 shield + 15 DEX + 18 sage AC (15 from WIS, 3 from lvl) + 3 dodge (foreshadow) 4 Natural + 3 Deflection +4 Precog

Nova AC:
77 = 10 base + 7 armor +5 shield + 20 DEX (+10 dex score from sage enhance) + 18 sage AC (15 from WIS, 3 from lvl) + 6 dodge (foreshadow + haste) 4 Natural + 3 Deflection +4 Precog

 

More coming soon as needed

 

Edited by Yamazaki (see edit history)
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spacer.pngDevlin

Guild Weapon: Formulae

Primary Roles: Ranged attacks, Damage

Secondary Roles: Healing, Knowledge, Debuff, Traps, Scouting

 

Built around throwing alchemical items really really hard. I'm leaning into Dynamite Throwing Form stance, upping his unarmed damage, so he can hurl those splash weapons for quite a nice amount of initial damage along with whatever splash effect goodies they come with. He'll probably aim to stay at close/medium ranges. With high unarmed damage he isn't useless on the front line, but he's a bit squishy and will usually try to get out of there when enemies close on him. Whenever he casts something, there's a good chance he'll be able to feint an enemy along with it, so he'll utilize some fencing bonuses. Finally, he has a good amount of investment in the Traps sphere, and I'll aim to supplement our combat with some traps. On the magic side, Time will enhance him and do some debuffing of enemies, a little illusion will add some flexibility and trickiness, and there are a few other basic spheres added in to round him out. Out of combat, he is also a knowledge monster (though I think just a touch lower than some others), relying on knowledge checking monsters for a number of benefits, as well as nicely high on int skills. Not much in the way of face and other skills besides bluff, because he likes to feint. In some games I would call him a skill monkey, but I think he's second or third best in many of them with this lineup. He has the regular scholar goodness with healing, not as good as Doctor, but between heals and salves he can provide strong backup healing. I have the Time talent of being able to view the past, which can be very useful in investigative matters, and he's a real human recording device between the Rapid Processing and Mental Archive cognition talents.

 

Balance Status: Complete

 

Magical Statistics

All Day Stats: 

  • All Day AC: 50, 46 vs touch
  • All Day Fort, Ref, and Will saves: Fort +18 / Ref +26 / Will +22 (roll twice on all saves) situational bonuses+2 vs spells, su, spell-like abilities
  • All Day Attack Bonus and Damage Dice, both melee and ranged: 
    • Melee Unarmed Strikes +25, 2d10+15 b +15 electricity (1/round), 20/x2 (+34, 2d10+23b+15e vs scouted, 6d10 VS, avg 63)
    • Ranged Thrown Formulae +30, 2d10+20b+15e, 20/x2 (+39, 2d10+28b+15e vs scouted, 6d10 VS, avg 68); 80' range
      • +6d4b (avg 15) for a Cherry Bomb, might be most common
      • +8d6 (avg 28) fire for improved alchemist fire
      • Track arrows to add flash bang for +1d8b/s/p and deafened/blinded 1d4+1 rounds on failed fort save DC32
      • Can add energy strike destructive blast for additional 8d6b (avg 28)
      • or make it a standard barrage at +28/+28 for some combination of above on each hit
  • All Day Save DC/Damage for Special Abilities: Not many abilities that don't expend resources, but general DCs below
    • Practitioner DC: 30
    • Traps/Alchemy DC: 32
    • Time/Illusion DC: 35
    • Destruction DC: 33
    • Other Spheres DC: 30
  • Hit Points: 210


Nova Stats: 

  • Nova AC: 57, 53 touch conditions+4 dodge against scouted opponent
    +3 dodge with Haste
    _________________
    This does not include battlefield bonuses like cover or special actions like Total Defense.
  • Nova Fort, Ref, and Will saves: Fort +19 / ref +30 / Will +23 conditions and situationals+3 ref with Haste
    +1 all from Double Chug
    ___________________
    (+2 vs spells, su, spell-like-abilities)
    (+5 vs emotion-related effects, Calming Cider)
    (+5 vs pain effects, Pinkiller Perry)
    Can use Circle of Salt imposition for +15 circumstance to all against spells etc, but can't move from spot.
  • Nova Attack Bonus and Damage Dice, both melee and ranged: 
    • Melee Unarmed Strike +39 attackAdditional
      +3 Haste
      +4 (insight) if scouted: Cunning Attacker
      +5 using Int instead of Dex if scouted (Cunning Attacker)
      +2 (competence) vs scouted (Knowledge Unlock)

      Opponent would be missing Dex to AC if Feinted
      _______
      Option for spending stamina to increase this on 1:1 basis up to 5.
      for 24d8+6d6+16d6+53 (avg 238) damage conditionsDrunk, increasing damage size to Large with Drunken Boxer = 4d8 unarmed damage
      Encompassing Light, increase damage size to Gargantuan = 8d8 unarmed damage
      Improved Vital Strike = 24d8 unarmed damage
      Opponent Scouted: +8 bonus to damage
      Fatal Thrust + Skewer: +6d6 precision damage
      1SP destructive blast energy strike: +16d6b damage
      2 momentum on damaging momentum: +15 damage
      Elemental Empowerment: +15 electricity damage
      • Soul Strike (-2 all saves) and Ankle Strike exploits, perform trip, if successful Snap Kick for 8d8+3d6+23
      • Could spend drunk status to maximize unarmed damage via drunken boxer, which would bring avg to 354
    •  Ranged Thrown Formulae +46 attackAdditional
      +3 Haste
      +4 (insight) if scouted: Cunning Attacker
      +5 using Int instead of Dex if scouted (Cunning Attacker)
      +2 (competence) vs scouted (Knowledge Unlock)
      +2 if allies are threatening and flanking (Coordinated Shot)
      Opponent would be missing Dex to AC if Feinted
      _______
      Option for spending stamina to increase this on 1:1 basis up to 5.
       for 24d8+6d6+16d6+7d6+1d8+15d6+58 damage (avg 328). conditionsDrunk, increasing damage size to Large with Drunken Boxer = 4d8 unarmed damage
      Encompassing Light, increase damage size to Gargantuan = 8d8 unarmed damage
      Improved Vital Strike = 24d8 unarmed damage
      Swift: Adopt Dynamite Throwing Form stance, applying unarmed damage to thrown formulae
      Opponent Scouted: +8 bonus to damage
      Fatal Thrust + Skewer: +6d6 precision damage
      1SP destructive blast energy strike: +16d6b damage
      2 momentum on damaging momentum: +15 damage
      Elemental Empowerment: +15 electricity damage
      Throw an Improved Alchemists Fire/Acid Flask: +7d6 fire/acid damage
      Trick Arrows to attach flashbang: +1d8
      Expend Focus for Sonic Shriekers [explosive]: +15d6 sonic

      • Fort DC36 or deafened/blinded 1d4+1 rounds 
      • If within 30' Soul Strike and Ankle Strike
  • Nova Save DC/Damage for Special Abilities:
    • Veiled/Trick Casting: When Devlin casts (1/round), enemy must make Perception/Spellcraft DC40 check to notice casting. If one within 30' does not, Devlin can Feint it as free action, they are feinted 2 rounds. 
    • Steal Time: Will save DC35 (37 if feinted) or Dazed, and Devlin gets action
    • Broken Time: Will save DC35 (37 if feinted) or -10 to attack/skill checks, must make concentration check to cast
      • Both of above can be delivered as Time Strike
    • Destructive Blasts: Can use Shadow Magic to gain blast types and shapes, casting at CL18 (so DC34 for whatever effects)
    • Illusions: Will DC 35 to disbelieve or reduced effect
    • Traps: Perception/DisableDevice DC43 to notice/remove. DC32 for saves against.
      • Dart, basic Snare, Alchemical item, Thaumatic Sink as possibilities
  • Significant Temporary/Long Term HP Boosts:
    • 6d4 Temp HP for 1 hr via Vitalizing Vodka
    • Improved Shadow Shield: 1SP for 15d4+15 Temp HP and 4 damage mitigation for 1 min


Group Contributions: 

  • Position-Dependent Effects:
    • Momentum - a momentum pool of 31, within 30' allies can spend momentum to...
      • Damaging Momentum: spend 2 momentum to add 15 damage to a weapon attack
      • Resilient Momentum: spend 1 momentum when taking damage to reduce by 15
  • Optional Boosts:
    • May Give Belladona Barrier: Standard action, +15 AC against natural attacks for 15 rounds (and protection from lycanthropy)
    • May cast Shadow Shield on you, as above in HP section
    • May cast suppression, making it hard to see you
    • May cast Temporal Haste or Rapid Response on you, though I think others can do Temporal Haste better now
    • Create Decoy trick on you for 10 rounds, 50% miss chance until decoy struck.
  • Constant or Daily Boosts:
    • Will probably hand out daily dose or two of Mixed Universal AlcoholContains the following:
      Calming Cider: +5 saves vs emotion effects, 1hr
      Vitalizing Vodka: 6d4 Temp HP, 1hr
      Painkilling Perry: +5 saves vs pain effects, 1hr
      Wakeful Whisky: +5 saves vs sleep effects
       to everyone each day
  • Healing:
    • Salves: Heals 7d8+35 HP, can use 22x/day each person
    • Scholar Healing: Take 10 to heal 132 HP (or 8 ability damage/drain, or Status effectsBlindness
      Deafness
      Paralysis
      Poison
      Confusion
      Cursed
      Disease
      , or revive), 15x/day
    • Healing unlock: Treat Deadly Wounds for 180hp (or 12 ability score damage), 1/day/creature
    • Panacea: Cure one of... Deafened, fatigued, shaken, sickened, diseased, exhausted, nauseated, poisoned, staggered, frightened, blinded, paralyzed, stunned.


Resistances and Immunities: 

  • Condition Immunities: No penalties from ability damage. Immune to poison, disease, aging, don't need to breath.
  • Energy Resistance/Immunity: Electricity 20, Fire/Acid 5, Vulnerability to Cold
  • Damage Reduction: 4/Cold Iron, 15 damage mitigation from Resilient Momentum. SR 25.
  • Special Defenses: Evasion, Uncanny Dodge (when transformed), Bomb Jump, After Image (athletics version), when drunk take half damage as nonlethal. Caper (boast): for 1 turn will save DC30 or lose attack against Devlin.


Senses and Stealth: 

  • Constant Senses: See in Darkness (any range), Blindsense 20', Sightless Action (reduces most penalties bring blind or against invisible attacker)
  • Temporary Senses: Past sight, can see the past at short range, up to days in the past
  • Stealth Effects: May make stealth checks to hide even when observed; may cast Invisibility (Suppression, +15 stealth, stealth check to hide). While under suppression, may teleport 1/turn as move action.

Non-Magical Statistics

All Day Stats: 

  • All Day AC: 46, 46 vs touch
  • All Day Fort, Ref, and Will saves: Fort +11 / Ref +19 / Will +15  situational bonuses+2 vs spells, su, spell-like abilities
  • All Day Attack Bonus and Damage Dice, both melee and ranged: 
    • Melee Unarmed Strikes +25, 2d10+15 b, 20/x2 (+34, 2d10+23b vs scouted, 6d10 VS)
    • Ranged Thrown Formulae +25 2d10+15b, 20/x2 (+34, 2d10+23b vs scouted, 6d10 VS); 60' range
      • +6d4b (avg 15) for a Cherry Bomb, might be most common
      • +8d6 (avg 28) fire for improved alchemist fire
      • Track arrows to add flash bang for +1d8b/s/p and deafened/blinded 1d4+1 rounds on failed fort save DC32
      • or make it a standard barrage at +23/+23 (+32/+32) for some combination of above on each hit
  • All Day Save DC/Damage for Special Abilities: Not many abilities that don't expend resources, but general DCs below
    • Practitioner DC: 30
    • Traps/Alchemy DC: 32
  • Hit Points: 210


Nova Stats: 

  • Nova AC: 50, 50 touch conditions+4 dodge against scouted opponent
    _________________
    This does not include battlefield bonuses like cover or special actions like Total Defense.
  • Nova Fort, Ref, and Will saves: Fort +12 / Ref +20 / Will +16 conditions and situationals+1 all from Double Chug
    ___________________
    (+2 vs spells, su, spell-like-abilities)
    (+5 vs emotion-related effects, Calming Cider)
    (+5 vs pain effects, Pinkiller Perry)
    Can use Circle of Salt imposition for +15 circumstance to all against spells etc, but can't move from spot.
  • Nova Attack Bonus and Damage Dice, both melee and ranged: 
    • Melee Unarmed Strike +36 attackAdditional
      +4 (insight) if scouted: Cunning Attacker
      +5 using Int instead of Dex if scouted (Cunning Attacker)
      +2 (competence) vs scouted (Knowledge Unlock)

      Opponent would be missing Dex to AC if Feinted
      _______
      Option for spending stamina to increase this on 1:1 basis up to 5.
      for 12d8+6d6+23b damage conditionsDrunk, increasing damage size to Large with Drunken Boxer = 4d8 unarmed damage
      Improved Vital Strike = 12d8 unarmed damage
      Opponent Scouted: +8 bonus to damage
      Fatal Thrust + Skewer: +6d6 precision damage
      • Soul Strike (-2 all saves) and Ankle Strike exploits, perform trip, if successful Snap Kick for 4d8+3d6+23
      • Could spend drunk status to maximize unarmed damage via drunken boxer, which would bring avg to _
    •  Ranged Thrown Formulae +38 attackAdditional
      +4 (insight) if scouted: Cunning Attacker
      +5 using Int instead of Dex if scouted (Cunning Attacker)
      +2 (competence) vs scouted (Knowledge Unlock)
      +2 if allies are threatening and flanking (Coordinated Shot)
      Opponent would be missing Dex to AC if Feinted
      _______
      Option for spending stamina to increase this on 1:1 basis up to 5.
       for 12d8+6d6+8d6+1d8+15d6+4d10+23 damage (avg 205). conditionsDrunk, increasing damage size to Large with Drunken Boxer = 4d8 unarmed damage
      Improved Vital Strike = 12d8 unarmed damage
      Swift: Adopt Dynamite Throwing Form stance, applying unarmed damage to thrown formulae
      Opponent Scouted: +8 bonus to damage
      Opponent is feinted/flanked/otherwise lost dex to AC... Fatal Thrust + Skewer: +6d6 precision damage

      Throw an Improved Alchemists Fire/Acid Flask: +7d6 fire/acid damage

      Trick Arrows to attach flashbang: +1d8
      Expend Focus for Sonic Shriekers [explosive]: +15d6 sonic

      +Deadly Shot (4d10 or 4d6)

      • Fort DC36 or deafened/blinded 1d4+1 rounds 
      • Ankle Strike if within 30'
      • Possibly add trap with trap launcher
    • Thrown Formulae Barrage: Expend Focus for 4 attacks at +32, for 13d8+29d6+23 damageAll of the above damage minus the Deadly Shot
      Mix of bludgeoning, sonic, fire/acid
       (avg 184) on first hit and 4d8+23 (41) on each subsequent hit (avg 307 if all hit). 
  • Nova Save DC/Damage for Special Abilities:
    • Traps: Perception/DisableDevice DC43 to notice/remove. DC32 for saves against.
      • Dart, basic Snare, Alchemical item, Thaumatic Sink as possibilities
  • Significant Temporary/Long Term HP Boosts:
    • 6d4 Temp HP for 1 hr via Vitalizing Vodka


Group Contributions: 

  • Position-Dependent Effects: -
  • Optional Boosts: May Give Belladona Barrier: Standard action, +15 AC against natural attacks for 15 rounds (and protection from lycanthropy)
  • Constant or Daily Boosts:
    • Will probably hand out daily dose or two of Mixed Universal AlcoholContains the following:
      Calming Cider: +5 saves vs emotion effects, 1hr
      Vitalizing Vodka: 6d4 Temp HP, 1hr
      Painkilling Perry: +5 saves vs pain effects, 1hr
      Wakeful Whisky: +5 saves vs sleep effects
       to everyone each day
  • Healing:
    • Salves: Heals 7d8+35 HP, can use 22x/day each person
    • Scholar Healing: Take 10 to heal 132 HP (or 8 ability damage/drain, or Status effectsBlindness
      Deafness
      Paralysis
      Poison
      Confusion
      Cursed
      Disease
      , or revive), 15x/day
    • Healing unlock: Treat Deadly Wounds for 180hp (or 12 ability score damage), 1/day/creature
    • Panacea: Cure one of... Deafened, fatigued, shaken, sickened, diseased, exhausted, nauseated, poisoned, staggered, frightened, blinded, paralyzed, stunned.


Resistances and Immunities: 

  • Condition Immunities: No penalties from ability damage. Immune to poison, disease, aging, don't need to breath.
  • Energy Resistance/Immunity: Fire/Acid 5, Vulnerability to Cold
  • Damage Reduction: 4/Cold Iron. SR 25.
  • Special Defenses: Evasion, Uncanny Dodge, Bomb Jump, After Image (athletics version), when drunk take half damage as nonlethal. Caper (boast): for 1 turn will save DC30 or lose attack against Devlin.


Senses and Stealth: 

  • Constant Senses: See in Darkness (any range), Blindsense 20', Sightless Action (reduces most penalties bring blind or against invisible attacker)
  • Temporary Senses: -
  • Stealth Effects: May make stealth checks to hide even when observed

 

Edited by Paxon (see edit history)
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Overview

Blaidd Glyndŵr 

 

 

Primary Role: Front-line striker, flanking and combat maneuvers

Secondary Roles: Support caster

Google sheet

 

 

Current State of Stats: incomplete

 

Non-Magical Statistics

All Day Stats: What your character is going to be walking around with, without needing to take special preparation before or during a combat. So this includes any buff with a duration of 2 hours or more (which, even if you're only half CL, anything 10min/CL, plus an Implement, should be pushing 2 hours), but not anything shorter.

  • All Day AC:47Base - 10
    Dex - 8 (10 - 2 for size change)
    Amour - 8 (Unarmoured Training)
    Dodge - 5 (Foreshadow - +2, Brawler's vest +1, Dodge +2)
    Deflection - 4 (Shielded Form (Su))
    Insight - 3 (Precogniscent Resistance (Combat))
    Natural Armour - 4 (Inhuman Resilience)
    Shield - 5 (Armoured Aegis)
    , 47 touchUncanny Dodge - Scout sphere
  • All Day Fort, Ref, and Will saves: 18, 28, 27
  • All Day Attack Bonus and Damage Dice, both melee and ranged:

          Melee: Full attack (Pounce) - Average damage total - 252; Excluding Rend - Average damage total - 207

  • Natural weapon (claw) (Colossal) - + 31 to hit - 2d8 + 25 + 8 + 8 (Average damage - 50)
  • Natural weapon (claw) (Colossal) - + 31 to hit - 2d8 + 25 + 8 + 8 (Average damage - 50)
  • Improved Rending Fury - 2d8 + 25 + 1d6 + 8 (Average damage - 45)
  • Natural weapon (bite) (Colossal) - +26 to hit - 4d6 + 25 + 8 + 3 (Average damage - 50)
  • Natural weapon (gore) (Colossal) - +26 to hite - 4d6 + 25 + 8 + 3 (Average damage - 50)
  • Bane (Aberration) - 2d6 (Average damage - 7)

     Improved vital spell strike - Average damage total - 183 damage

  • Natural weapon (claw) (Colossal) - + 31 to hit - 6d8 + 25 + 8 + 8 (Average damage - 68)
  • Destructive strike - 24d8 (Average damage - 108)
  • Bane (Aberration) - 2d6 (Average damage - 7)

          Range: Full attack - Average damage total - 

  • Destructive blast - 8d8 (Average damage - 36)

 

  • All Day Save DC/Damage for Special Abilities:
    • Destruction sphere - DC28
    • Death sphere - DC27
  • Hit Points: 195


Nova Stats: What your character can achieve with optimal preparation. Assume the best possible scenario for boosting yourself—every buff you can cast has already been cast and you're in the perfect position to unload on your target. Also, consider these situations separately; your nova AC may require the same resources as your nova attack, but I want you to give me these as if they're not related. Additionally, please calculate the average amount of damage your attacks will generate and include it in parenthesis with the damage dice.

  • Nova AC: 59Base - 10
    Dex - 11 (10 - 2 for size change + 3 enhancement bonus)
    Amour - 8 (Unarmoured Training)
    Dodge - 14 (Foreshadow - +2, Brawler's vest +1, Dodge +2, Inheritan rhythm (scout) +4, Haste +2, Shoulder roll +3)
    Deflection - 4 (Shielded Form (Su))
    Insight - 3 (Precogniscent Resistance (Combat))
    Natural Armour - 4 (Inhuman Resilience)
    Shield - 5 (Armoured Aegis)
    , 59 touchUncanny Dodge - Scout sphere
  • Nova Fort, Ref, and Will saves: 18, 33, 30
  • Nova Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks)

Melee: Full attack - Average damage total - 332

  • Natural weapon (claw) (Colossal) - + 33 to hit - 2d8 + 30 + 8 + 8 (Average damage - 55)
  • Natural weapon (claw) (Colossal) - + 31 to hit - 2d8 + 30 + 8 + 8 (Average damage - 55)
  • Improved Rending Fury - 2d8 + 30 + 1d6 + 8 (Average damage - 50)
  • Natural weapon (bite) (Colossal) - +29 to hit - 4d6 + 30 + 8 + 3 (Average damage - 55)
  • Natural weapon (gore) (Colossal) - +29 to hite - 4d6 + 30 + 8 + 3 (Average damage - 55)
  • Natural weapon (claw) (Colossal) (Haste) - + 33 to hit - 2d8 + 30 + 8 + 8 (Average damage - 55)
  • Bane (Aberration) - 2d6 (Average damage - 7)

     Improved vital spell strike - Average damage total - 282 damage

  • Natural weapon (claw) (Colossal) - + 33 to hit - 6d8 + 30 + 8 + 8 (Average damage - 73)
  • Destructive strike - 45d8 (Average damage - 202)
  • Bane (Aberration) - 2d6 (Average damage - 7)

          Range: Full attack - Average damage total - 

  • Destructive blast - 15d8 (Average damage - 67)
  • Nova Save DC/Damage for Special Abilities:
  • Destruction sphere - DC31
  • Death sphere - DC30
  • Significant Temporary/Long Term HP Boosts: 26 Temp HP11 Berskering
    15 Invigorate


Group Contributions: What boosts can your character can give to the rest of the team? Include effect that are dependent on position (auras, Totems, etc); Always On boosts (permanent auras, etc); or boosts that you can give, but that costs resources. Also, please indicate how long temporary/positional boosts last.

  • Position-Dependent Effects:
  • Optional Boosts:
  • Constant or Daily Boosts:


Resistances and Immunities: What defenses does your character have? Do they have any Resistance/Immunities, or other special defenses (Evasion, Uncanny Dodge, etc)? This section is especially important as sometimes, during the course of character creation, people sometimes inadvertently end up with 'Puzzle Defenses' that are nearly impossible to get through without ridiculous and nigh impossible combinations of attacks/talents/powers.

  • Condition Immunities: Polymorph, petrification, death
  • Energy Resistance/Immunity: Fire 20, Negative Energy 20, Cold 20
  • Damage Reduction: SR 21
  • Special Defenses: Evasion, Uncanny Dodge


Senses and Stealth: Tell me what sense your character always has (or has most of the day; 1hr/CL type things); what temporary senses then can call up (anything with a duration of only a couple hours or minutes), and what (if any) stealth effects you have like Lurker or Hide in Plain Sight or anything that will foil special senses.

  • Constant Senses: See in Darkness (120'), Blindsense 20', Mistsight (120')
  • Temporary Senses:
  • Stealth Effects:
Edited by Slayer4399 (see edit history)
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